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https://github.com/ddnet/ddnet.git
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8c103b8c13
* Can now put tiles with the same indexes as in tele or switch layer i game layer but it will drawn to the correct image * Adjusted Masking to account for Solo players
475 lines
14 KiB
C++
475 lines
14 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <new>
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#include <engine/shared/config.h>
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#include "player.h"
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#include <engine/server.h>
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#include <engine/server/server.h>
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#include "gamecontext.h"
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#include <game/gamecore.h>
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#include "gamemodes/DDRace.h"
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#include <stdio.h>
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MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
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IServer *CPlayer::Server() const { return m_pGameServer->Server(); }
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CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, int Team)
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{
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m_pGameServer = pGameServer;
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m_RespawnTick = Server()->Tick();
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m_DieTick = Server()->Tick();
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m_ScoreStartTick = Server()->Tick();
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m_pCharacter = 0;
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m_ClientID = ClientID;
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m_Team = GameServer()->m_pController->ClampTeam(Team);
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m_SpectatorID = SPEC_FREEVIEW;
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m_LastActionTick = Server()->Tick();
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m_TeamChangeTick = Server()->Tick();
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// DDRace
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m_LastPlaytime = time_get();
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m_LastTarget_x = 0;
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m_LastTarget_y = 0;
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m_Sent1stAfkWarning = 0;
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m_Sent2ndAfkWarning = 0;
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m_ChatScore = 0;
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m_PauseInfo.m_Respawn = false;
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GameServer()->Score()->PlayerData(ClientID)->Reset();
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m_IsUsingDDRaceClient = false;
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m_ShowOthers = false;
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// Variable initialized:
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m_Last_Team = 0;
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}
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CPlayer::~CPlayer()
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{
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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void CPlayer::Tick()
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{
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#ifdef CONF_DEBUG
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if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
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#endif
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if(!Server()->ClientIngame(m_ClientID))
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return;
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if (m_ChatScore > 0)
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m_ChatScore--;
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if (m_ForcePauseTime > 0)
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m_ForcePauseTime--;
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Server()->SetClientScore(m_ClientID, m_Score);
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// do latency stuff
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{
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IServer::CClientInfo Info;
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if(Server()->GetClientInfo(m_ClientID, &Info))
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{
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m_Latency.m_Accum += Info.m_Latency;
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m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency);
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m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency);
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}
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// each second
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if(Server()->Tick()%Server()->TickSpeed() == 0)
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{
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m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed();
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m_Latency.m_Max = m_Latency.m_AccumMax;
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m_Latency.m_Min = m_Latency.m_AccumMin;
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m_Latency.m_Accum = 0;
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m_Latency.m_AccumMin = 1000;
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m_Latency.m_AccumMax = 0;
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}
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}
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if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW)
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m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f));
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if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
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m_Spawning = true;
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if(m_pCharacter)
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{
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if(m_pCharacter->IsAlive())
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{
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m_ViewPos = m_pCharacter->m_Pos;
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}
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else
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{
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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}
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else if(m_Spawning && m_RespawnTick <= Server()->Tick())
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TryRespawn();
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}
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void CPlayer::PostTick()
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{
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// update latency value
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if(m_PlayerFlags&PLAYERFLAG_SCOREBOARD)
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{
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
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m_aActLatency[i] = GameServer()->m_apPlayers[i]->m_Latency.m_Min;
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}
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}
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// update view pos for spectators
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if(m_Team == TEAM_SPECTATORS && m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[m_SpectatorID])
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m_ViewPos = GameServer()->m_apPlayers[m_SpectatorID]->m_ViewPos;
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}
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void CPlayer::Snap(int SnappingClient)
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{
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#ifdef CONF_DEBUG
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if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
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#endif
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if(!Server()->ClientIngame(m_ClientID))
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return;
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CNetObj_ClientInfo *pClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
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if(!pClientInfo)
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return;
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StrToInts(&pClientInfo->m_Name0, 4, Server()->ClientName(m_ClientID));
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StrToInts(&pClientInfo->m_Clan0, 3, Server()->ClientClan(m_ClientID));
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pClientInfo->m_Country = Server()->ClientCountry(m_ClientID);
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StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
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pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
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pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
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pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
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CNetObj_PlayerInfo *pPlayerInfo = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
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if(!pPlayerInfo)
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return;
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pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID];
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pPlayerInfo->m_Local = 0;
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pPlayerInfo->m_ClientID = m_ClientID;
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pPlayerInfo->m_Score = abs(m_Score) * -1;
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pPlayerInfo->m_Team = m_Team;
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if(m_ClientID == SnappingClient)
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pPlayerInfo->m_Local = 1;
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if(m_ClientID == SnappingClient && m_Team == TEAM_SPECTATORS)
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{
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CNetObj_SpectatorInfo *pSpectatorInfo = static_cast<CNetObj_SpectatorInfo *>(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, m_ClientID, sizeof(CNetObj_SpectatorInfo)));
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if(!pSpectatorInfo)
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return;
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pSpectatorInfo->m_SpectatorID = m_SpectatorID;
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pSpectatorInfo->m_X = m_ViewPos.x;
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pSpectatorInfo->m_Y = m_ViewPos.y;
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}
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// send 0 if times of others are not shown
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if(SnappingClient != m_ClientID && g_Config.m_SvHideScore)
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pPlayerInfo->m_Score = -9999;
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else
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pPlayerInfo->m_Score = abs(m_Score) * -1;
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pPlayerInfo->m_Team = m_Team;
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}
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void CPlayer::OnDisconnect(const char *pReason)
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{
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KillCharacter();
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if(Server()->ClientIngame(m_ClientID))
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{
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char aBuf[512];
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if(pReason && *pReason)
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str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(m_ClientID), pReason);
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else
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str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID));
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
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}
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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Controller->m_Teams.m_Core.Team(m_ClientID, 0);
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}
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void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
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{
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// skip the input if chat is active
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if((m_PlayerFlags&PLAYERFLAG_CHATTING) && (NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING))
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return;
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if(m_pCharacter)
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m_pCharacter->OnPredictedInput(NewInput);
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}
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void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
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{
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if (AfkTimer(NewInput->m_TargetX, NewInput->m_TargetY))
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return; // we must return if kicked, as player struct is already deleted
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if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
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{
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// skip the input if chat is active
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if(m_PlayerFlags&PLAYERFLAG_CHATTING)
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return;
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// reset input
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if(m_pCharacter)
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m_pCharacter->ResetInput();
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m_PlayerFlags = NewInput->m_PlayerFlags;
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return;
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}
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m_PlayerFlags = NewInput->m_PlayerFlags;
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if(m_pCharacter)
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m_pCharacter->OnDirectInput(NewInput);
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if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
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m_Spawning = true;
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// check for activity
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if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX ||
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m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump ||
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NewInput->m_Fire&1 || NewInput->m_Hook)
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{
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m_LatestActivity.m_TargetX = NewInput->m_TargetX;
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m_LatestActivity.m_TargetY = NewInput->m_TargetY;
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m_LastActionTick = Server()->Tick();
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}
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}
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CCharacter *CPlayer::GetCharacter()
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{
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if(m_pCharacter && m_pCharacter->IsAlive())
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return m_pCharacter;
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return 0;
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}
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void CPlayer::KillCharacter(int Weapon)
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{
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if(m_pCharacter)
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{
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m_pCharacter->Die(m_ClientID, Weapon);
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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}
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void CPlayer::Respawn()
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{
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if(m_Team != TEAM_SPECTATORS)
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m_Spawning = true;
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}
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void CPlayer::SetTeam(int Team)
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{
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// clamp the team
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Team = GameServer()->m_pController->ClampTeam(Team);
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if(m_Team == Team)
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return;
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char aBuf[512];
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if(m_InfoSaved)
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{
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if(Team == TEAM_SPECTATORS)
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str_format(aBuf, sizeof(aBuf), "'%s' paused", Server()->ClientName(m_ClientID));
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else
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str_format(aBuf, sizeof(aBuf), "'%s' resumed", Server()->ClientName(m_ClientID));
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}
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else
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str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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KillCharacter();
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m_Team = Team;
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m_LastSetTeam = Server()->Tick();
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m_LastActionTick = Server()->Tick();
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// we got to wait 0.5 secs before respawning
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m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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//GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
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if(Team == TEAM_SPECTATORS)
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{
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// update spectator modes
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for(int i = 0; i < MAX_CLIENTS; ++i)
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{
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if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
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GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
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}
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}
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}
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void CPlayer::TryRespawn()
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{
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if(m_PauseInfo.m_Respawn)
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{
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m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
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m_pCharacter->Spawn(this, m_PauseInfo.m_Core.m_Pos);
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GameServer()->CreatePlayerSpawn(m_PauseInfo.m_Core.m_Pos, ((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.TeamMask((m_PauseInfo.m_Team > 0 && m_PauseInfo.m_Team < TEAM_SUPER) ? m_PauseInfo.m_Team : 0, -1, m_ClientID));
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LoadCharacter();
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}
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else
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{
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vec2 SpawnPos;
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if(!GameServer()->m_pController->CanSpawn(m_Team, &SpawnPos))
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return;
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m_Spawning = false;
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m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
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m_pCharacter->Spawn(this, SpawnPos);
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GameServer()->CreatePlayerSpawn(SpawnPos);
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}
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}
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void CPlayer::LoadCharacter()
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{
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m_pCharacter->SetCore(m_PauseInfo.m_Core);
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if(g_Config.m_SvPauseTime)
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m_pCharacter->m_StartTime = Server()->Tick() - (m_PauseInfo.m_PauseTime - m_PauseInfo.m_StartTime);
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else
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m_pCharacter->m_StartTime = m_PauseInfo.m_StartTime;
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m_pCharacter->m_DDRaceState = m_PauseInfo.m_DDRaceState;
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m_pCharacter->m_RefreshTime = Server()->Tick();
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for(int i = 0; i < NUM_WEAPONS; ++i)
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{
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if(m_PauseInfo.m_aHasWeapon[i])
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{
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if(!m_PauseInfo.m_FreezeTime)
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m_pCharacter->GiveWeapon(i, -1);
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else
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m_pCharacter->GiveWeapon(i, 0);
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}
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}
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m_pCharacter->m_FreezeTime = m_PauseInfo.m_FreezeTime;
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m_pCharacter->SetLastAction(Server()->Tick());
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m_pCharacter->SetArmor(m_PauseInfo.m_Armor);
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m_pCharacter->m_LastMove = m_PauseInfo.m_LastMove;
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m_pCharacter->m_PrevPos = m_PauseInfo.m_PrevPos;
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m_pCharacter->SetActiveWeapon(m_PauseInfo.m_ActiveWeapon);
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m_pCharacter->SetLastWeapon(m_PauseInfo.m_LastWeapon);
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m_pCharacter->m_Super = m_PauseInfo.m_Super;
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m_pCharacter->m_DeepFreeze = m_PauseInfo.m_DeepFreeze;
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m_pCharacter->m_EndlessHook = m_PauseInfo.m_EndlessHook;
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m_pCharacter->m_TeleCheckpoint = m_PauseInfo.m_TeleCheckpoint;
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m_pCharacter->m_CpActive = m_PauseInfo.m_CpActive;
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m_pCharacter->m_Hit = m_PauseInfo.m_Hit;
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m_pCharacter->Teams()->m_Core.SetSolo(m_ClientID, m_PauseInfo.m_Solo);
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for(int i = 0; i < NUM_CHECKPOINTS; i++)
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m_pCharacter->m_CpCurrent[i] = m_PauseInfo.m_CpCurrent[i];
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((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core.Team(GetCID(), m_PauseInfo.m_Team);
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m_PauseInfo.m_Respawn = false;
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m_InfoSaved = false;
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}
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void CPlayer::SaveCharacter()
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{
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m_PauseInfo.m_Core = m_pCharacter->GetCore();
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m_PauseInfo.m_StartTime = m_pCharacter->m_StartTime;
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m_PauseInfo.m_DDRaceState = m_pCharacter->m_DDRaceState;
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for(int i = 0; i < WEAPON_NINJA; ++i)
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m_PauseInfo.m_aHasWeapon[i] = m_pCharacter->GetWeaponGot(i);
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m_PauseInfo.m_FreezeTime=m_pCharacter->m_FreezeTime;
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m_PauseInfo.m_Armor = m_pCharacter->GetArmor();
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m_PauseInfo.m_LastMove = m_pCharacter->m_LastMove;
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m_PauseInfo.m_PrevPos = m_pCharacter->m_PrevPos;
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m_PauseInfo.m_ActiveWeapon = m_pCharacter->GetActiveWeapon();
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m_PauseInfo.m_LastWeapon = m_pCharacter->GetLastWeapon();
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m_PauseInfo.m_Super = m_pCharacter->m_Super;
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m_PauseInfo.m_DeepFreeze = m_pCharacter->m_DeepFreeze;
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m_PauseInfo.m_EndlessHook = m_pCharacter->m_EndlessHook;
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m_PauseInfo.m_Team = ((CGameControllerDDRace*)GameServer()->m_pController)->m_Teams.m_Core.Team(GetCID());
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m_PauseInfo.m_PauseTime = Server()->Tick();
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m_PauseInfo.m_TeleCheckpoint = m_pCharacter->m_TeleCheckpoint;
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m_PauseInfo.m_CpActive = m_pCharacter->m_CpActive;
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m_PauseInfo.m_Hit = m_pCharacter->m_Hit;
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m_PauseInfo.m_Solo = m_pCharacter->Teams()->m_Core.GetSolo(m_ClientID);
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for(int i = 0; i < NUM_CHECKPOINTS; i++)
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m_PauseInfo.m_CpCurrent[i] = m_pCharacter->m_CpCurrent[i];
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//m_PauseInfo.m_RefreshTime = m_pCharacter->m_RefreshTime;
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}
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bool CPlayer::AfkTimer(int NewTargetX, int NewTargetY)
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{
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/*
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afk timer (x, y = mouse coordinates)
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Since a player has to move the mouse to play, this is a better method than checking
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the player's position in the game world, because it can easily be bypassed by just locking a key.
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Frozen players could be kicked as well, because they can't move.
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It also works for spectators.
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returns true if kicked
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*/
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if(m_Authed)
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return false; // don't kick admins
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if(g_Config.m_SvMaxAfkTime == 0)
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return false; // 0 = disabled
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if(NewTargetX != m_LastTarget_x || NewTargetY != m_LastTarget_y)
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{
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m_LastPlaytime = time_get();
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m_LastTarget_x = NewTargetX;
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m_LastTarget_y = NewTargetY;
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m_Sent1stAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
|
|
m_Sent2ndAfkWarning = 0;
|
|
|
|
}
|
|
else
|
|
{
|
|
// not playing, check how long
|
|
if(m_Sent1stAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.5))
|
|
{
|
|
sprintf(
|
|
m_pAfkMsg,
|
|
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
|
|
(int)(g_Config.m_SvMaxAfkTime*0.5),
|
|
g_Config.m_SvMaxAfkTime
|
|
);
|
|
m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
|
|
m_Sent1stAfkWarning = 1;
|
|
}
|
|
else if(m_Sent2ndAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.9))
|
|
{
|
|
sprintf(
|
|
m_pAfkMsg,
|
|
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
|
|
(int)(g_Config.m_SvMaxAfkTime*0.9),
|
|
g_Config.m_SvMaxAfkTime
|
|
);
|
|
m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
|
|
m_Sent2ndAfkWarning = 1;
|
|
}
|
|
else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkTime)
|
|
{
|
|
CServer* serv = (CServer*)m_pGameServer->Server();
|
|
serv->Kick(m_ClientID,"Away from keyboard");
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool CPlayer::IsPlaying()
|
|
{
|
|
if(m_InfoSaved || (m_pCharacter && m_pCharacter->IsAlive()))
|
|
return true;
|
|
return false;
|
|
}
|